Arma 3
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Vanilla CRAM
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Data Type: Mod
Mod Type: Equipment, Weapon
Tiedostokoko
Julkaistu
Päivitetty
491.948 KB
24.6.2022 klo 10.46
3.9.2024 klo 1.11
11 muutosilmoitusta ( näytä )

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Vanilla CRAM

1 kokoelmassa, tekijä Dankan37
My mods
13 luomusta
Kuvaus
Main
This mod enhances the default Arma 3 Phalanx system by allowing it to intercept incoming shells. The turret will detect inbound projectiles and intercept them.
Currently you can choose how the system will prioritize targets:
0 - Random selection: Shells are picked at random (Performance friendly) 1 - Distance/Speed: Shells are picked based on their distance, the system will prioritize shells that are closer to where it's aiming. 2: Threat: The system will prioritize the shells that is going to land closest to it, it will also take in acount how long will it take for the shell to hit. 3: Off
These settings can be changed by everyone simply by approaching the Phalanx and using the action menu to switch mode.

If you don't want a mod, use the following 100% vanilla composition:
https://steamproxy.net/sharedfiles/filedetails/?id=2825313831

Note
The shells explosion is based on proximity to simulate explosive fuzes on the bullets.
Due to some internal reason for the CIWS to target the shells a "esotic" workaround has been employed.

Customization
I will allow customization soon, there is a minor issue with the scripts overlapping...

Code
https://github.com/Dankan37/Arma-3-CRAM
Suositut keskustelut Näytä kaikki (1)
0
2.2.2023 klo 0.37
`How to use this ??
4212azka1
104 kommenttia
ResidentEvilImpedance 11.7.2024 klo 14.42 
Artillery shells can be intercepted by any machinegun/autocannon (if subscribed this mod). You can manually shoot down incoming artyshells using AA vehicles (or any modded vehicle with activeradar and targetleadindication).
ResidentEvilImpedance 11.7.2024 klo 14.09 
If player fires 155shells or clusterbombs, AI vehicle crews becomes hostile. Maybe they think RadarTarget(Shell) (Can be seen on active radar) are friendly units and player killed them.
Dankan37  [tekijä] 14.5.2024 klo 6.44 
Both this and the iron dome are released to the public with no license, see the Github page, I forgot about this mod, anyone is free to fork and reupload them with no credit needed.
Accident™ 9.5.2024 klo 15.55 
Hello there! Need to clarify if this mod/script is "licence free" or not. It's just IRON-DOME script is "licence free", and code for both is basically identical so...
ForrestGump 18.3.2024 klo 12.50 
Hello, what can I write in the init of the cram to set it off at mission start and let people activate it manually when they is needed?thank you
[MGE] Professor BBC 17.11.2023 klo 21.13 
If I place the "init CRAM" module on a CRAM in Zeus, the CRAM works.
[MGE] Professor BBC 17.11.2023 klo 21.01 
"I think the issue was the fact the init wasn't triggering with Zeus placed units, I made some changes and added a new unit to prevent mod conflicts." in my experience, init doesn't execute at all for zeus placed units in multiplayer (only singleplayer), if I place a composition with some init code inside it on multiplayer with zeus, the composition will have its init code completely deleted, and it will function the way it was without the code.
[MGE] Professor BBC 17.11.2023 klo 20.50 
The mod works in multiplayer if you place the CRAM down before launching the scenario, but if you place it at zeus while in multiplayer it wont work.
[MGE] Professor BBC 17.11.2023 klo 6.12 
This doesn't work on Zeus servers. The Praetorians do nothing to enemy artillery and there's no option to toggle the CRAM control systems.
❤☣☠☢REAPER☢☠☣❤ 21.10.2023 klo 7.49 
Hey,. on dedicated server, it shoots the target rounds, they blow up in the sky, but then there is a explosion shortly after on the ground anyways? It fails to delete the actual round.